Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Friday, August 9, 2024

Shadowdark: The Kids Will Be Alright

The large American gaming convention (Gencon) just wrapped, including the annual Ennie Awards.  The game Shadowdark cleaned up a bunch of awards - best product of the year, best game, best rules, and best layout and design.  They ran a million dollar kickstarter last year, and now this thing has become a movement.  They achieved that critical escape velocity that let them leave the fantasy heartbreaker planet and reach the stars.

I haven't played it yet.  When our current LOTFP campaign wraps, I think we'll do a one-shot to see what all the hype is about - there's a free adventure in the free start rules called "Lost Citadel of the Scarlet Minotaur" that gives off a Cretan vibe and would fit the bill as an intro adventure.  Shadowdark looks like a rules light or minimalist OSR type game, with a heavy focus on exploration, dungeon crawling, resource management (torches and encumbrance), and XP for treasure, with a few modern design features (like advantage or luck points) while restoring some of the danger and mortality that 5E has eschewed.  The art and aesthetic gives off a Russ Nicholson Fiend Folio vibe - black, white, and a little grotty.

I don't know much about the fandom (yet), but it looks like they have a burgeoning 3rd party marketplace for the game, a reddit sub, Discord, and Facebook presence, and a positive helpful community.  I'm familiar with the author's earlier work (Kelsey Dionne) as I had picked up some of her 5E adventures well before the OGL-apocalypse, back when she was dabbling in 5E adventures with an Edgar Allan Poe influence.  I like how Shadowdark has completely broken from the OGL and is using a creative commons license to enable the 3rd party community.

Shadowdark feels like a bridge between the 5E and the OSR.  It's carrying forward some of the things we loved about 1st edition or BX, the dungeon-crawling and exploration, the class-based characters, the focus on resource management and treasure, and ported them into a game easily recognizable to 5E players. Even a cursory peek into some of Kelsey Dionne's interviews reveals someone deeply familiar with the roots of the hobby and wanting to perpetuate old school, exploration based play.  She said her first roleplaying experience was with The City State of the Invincible Overlord; how many readers of the blog today even remember 19070's Judges Guild, the Wilderlands of High Fantasy, or The City State of the Invincible Overlord?  Those names take me back.  Anyway it's really heartening to see younger designers bringing forward exploration-based OSR stylings and then mopping the floor at Gencon.  (The memes have been rich).

I'm looking forward to checking out the game, a little of change of pace in between our edgelord LOTFP games.  Maybe Shadowdark will even stick.  If you've played it, let me know what you thought about it - thanks!  I'll post more once we get some time behind the wheel.

Wednesday, August 9, 2023

The Licorice Eaters

August 9th marks the end of "the days between", an 8-day period where Deadheads (fans of the Grateful Dead) reminisce or celebrate the impact of the band.  Jerry Garcia was born on August 1st (1942) and died on August 9th (1995) and the period is named for a melancholic and nostalgic piece called Days Between.  There's a groovy boho town nearby called New Hope, where a gallery featured a free exhibit with a bunch of Jerry artwork, visiting that was my nod this year to marking the "days between".

I don't expect people outside of America to know the Grateful Dead - shoot, most Americans have forgotten about this particular subculture.  But the Dead did something back in the 70's that energized a following that shows no signs of diminishing.  They gave their sound away.

With a few exceptions, the Dead studio albums are not particularly good.  Their magic comes from live performances.  Every show has a unique set list.  Songs are played differently from night to night - solos are different, arrangements are different, they experimented on stage.  The Dead's formula fused psychedelic improvisation and jazz to traditional roots music like blues, folk, country, and bluegrass to create a distinct and new thing.  People started sneaking recording equipment into the shows to catch that lightning in a bottle and relive or share what was otherwise a transient experience.  As befitting a band built on libertarian ideals of freedom and expression, they weren't interested in policing this taping activity.  "The shows are never the same, ever. . . . and when we’re done with it, they can have it."  In fact, by the 1980's, there was a formal section behind the sound booth on the floor that was reserved at Dead shows for the tapers to set up their audio recording equipment.

An entire non-commercial sub-community sprung up within the Dead sub-culture around copying and sharing tapes, fan to fan.  The Internet Archive and Relisten both have some 17,000 recordings* of the Dead shows from the 1960's until 1995 that have been digitized by tapers and posted online for anyone to listen.  All free.

To be fair, there is also commercial activity that's keeping the scene alive - the Dead's record label still releases re-mastered and cleaned up versions of concerts a couple of times a year, from higher quality recordings patched directly from the sound boards, and that's what you can hear on streaming platforms like Apple, Spotify, or Nugs.net as Grateful Dead Road Trips, Download Series, or Dick's Picks, named after one of their archivists (Dick Latvala).  You're paying for quality.  (As an aside, I recommend Nugs for anyone that loves modern live music and jam bands, but if that's your kicks you probably already know about it).

Something else has happened because the music is about performances and not studio work.  The songs evolve.  It's an open invitation to do your own thing.  Everyone who played with the band or a side project has put their touch on the music - you can hear Dead songs played by touring acts like Dark Star Orchestra and Joe Russo's Almost Dead; in my area there are like 15 Dead cover bands that do the bar circuit in and around Philadelphia.  Dead & Company, with John Mayer and several Dead members, just finished a sold-out ballpark tour in the states that was extremely good.  Several days a week you can go have a beer and a burger or ribs and catch a Dead tribute band in your area - like I said, there are over a dozen around Philadelphia, and every state has them.  Some of the Philly ones are quite good.

Jerry had a quote: "If I work as hard as I can in my life, I may be able to end up building this thing that nobody can tear down after I'm dead."  This train is still chugging along.

Maybe it's unnatural or a forced comparison to compare the Dead scene to roleplaying games and early D&D?  They were both fronted by 70's icons with beards?  The OGL, and through it the OSR, opened the door to allow community sharing that captured similar egalitarian and communal spirits as the tapers and the cover bands.  There was a heady sense of freedom and creativity in the early OSR, and a great sharing of ideas.  Think of the interesting projects this scene has produced, whether it's one page dungeons, Hydra co-op, D23, or Prince's funny "no artpunk" collections.  There is commercial activity, too - many retro clones offer free rules, but you'll pay for quality if you want nice printed editions with art.

I don't keep up with all the permutations of new retro clone rules, but people are still cranking them out.  Does anyone follow all the new adventures that are published?  It feels like an ocean.  I try to keep tabs on what Bryce is looking at, and I get the sense it's a fraction of what's actually out there - just waves lapping on the shore.  I'm generally a positive, glass half full kind of person to start with, but this feels like a healthy scene with a lot going on, even if it is a bit decentralized and chaotic, with different centers of gravity.  Tenkar still has his crowd, there's the Dragonsfoot people, Pundit's place, the old school conventioners, some Discorders and Substackers sprouting up here and there.  Not a booming scene, but a scene that has weathered controversies and kerfuffles and has settled into a mostly even keel.

I have tasted of newer iterations of the game, and they've left me wanting - they're not licorice.  I'm glad an OSR scene was still here to come back and experience.

Later tonight when I'm pouring a bourbon or scotch to reflect on another "days between", I'll also tip one for the OSR and the folks out there still doing good, creative work and keeping this scene alive.  Cheers all.


*Footnote:  the Dead performed some 2300 concerts over their 30 year run, but since any given concert could have been recorded by several tapers, that's why there can be 17,000 recordings in the internet archive.

Friday, July 24, 2020

Reflections on the OSR

The recent chatter in my spheres regarding Lamentations of the Flame Princess has me reflecting on the OSR movement and its lasting impacts.  Outside of the blogosphere the OSR seems to have a poor reputation on the larger discussion sites these days.  Fifth Edition is a game industry force of nature, bringing lots of new gamers and occasionally breaking the surface of main stream media.  5E books are regularly best sellers on Amazon (not game industry best sellers, but overall best sellers).  Just based on new players, growth, and movement in the gaming hobby, why couldn't there be a second flourishing of the OSR as newer gamers pick up 5E and eventually explore the hobby's roots?

My journey towards the OSR starts with one of my players, late 00's (maybe 2008), metaphorically flipping our game table over, dice going everywhere, papers and pencils flying, as he storms out in a huff.  We were experimenting with 4th Edition at the time, and this one player, Kaus had enough of it.  "Why are we wasting time with this pre-planned balanced encounter bullshit?  I just want to wander the world!  Whatever happened to 1st Edition where you could go anywhere, roll up random shit on random tables, and maybe get an awesome random treasure?  This whole game is bullshit!"

These days I remember Kaus's mad moment as if he was the Comedian from the Watchmen (from the 80's graphic novel.  There's a scene where the vigilantes, calling themselves the Crimebusters, are huddled in a room, planning their street-level patrols to 'fight crime' and stand up for justice.  Comedian calls them all morons and lights their map on fire, telling them none of these efforts matter because "inside of 30 years, the nukes are going to be flying like may-flies".  As he stomps out, he tells their thinker, Ozymandias, he's going to be "the smartest man on the cinder".  Sometimes we need a Comedian to burn our plans to the ground and get some clarity on the big picture.

That was my departure point for the journey back to earlier editions of the game.  We dusted off Moldvay BX and 1st Edition, and I started to see how places like Dragonsfoot or Knights and Knaves Alehouse still had active communities centered around older games.  A lot of people just never stopped.  I saw how the OGL (a 3rd edition open games license) allowed the creation of simulacrum rules sets, like OSRIC and Labyrinth Lord (clones of 1E AD&D and Classic D&D respectively).  I discovered the OSR blogosphere, started reading influential voices of the time like Grognardia, and ultimately decided to start my own blog as well (this was 2010).

When I look back at the period in the OSR and what it meant to me, I view it broadly through 3 lenses - a literary book club, a symposium on game theory, and a crucible for do-it-yourself (DIY) products.

OSR as Literary Book Club
Dungeons & Dragons drew heavy inspiration from the fantasy novels of the 50's, 60's, and early 70's.  An important element of the OSR movement was a rediscovery of the game's origins and roots - a re-evaluation of the roles of Gygax and Arneson in the inception, tracing the evolution of the publishing history, and analyzing styles of play.  An off-shoot of this re-examination was a desire to read the Appendix N books identified in the 1E DMG (Gary's list of inspiration) supplemented by Moldvay's list in the 1981 red box, and tracing source literature's impact on the game - classes, monsters, spells, that kind of stuff.  I loved that the OSR included a community of like-minded book readers exploring not just the Appendix N literature, but related authors.  I greatly enjoyed Poul Anderson, Leiber's Lankhmar books, Zelazny, the Lovecraft Circle (Lovecraft, Howard, Clark Ashton Smith), Vance, Lord Dunsany, Moorcock, AA Merritt, and De Camp and Pratt's "Compleat Enchanter" series.  That's a heady group of fantasy authors!  I also got introduced to great adjacent authors, like ER Edison's "The Worm Ouroboros", Mervyn Peake's "Gormenghast", and modern fantasy authors like China Mieville.

What a big contrast to the contours of the modern tabletop community.  Granted, COVID has most people playing online, but computers were already taking a prominent role in the hobby - virtual table tops, computer RPGs, and the rise of celebrity Twitch streaming and celebrity gamers.  Modern D&D has embraced a high magic, fast moving, cinematic, over-the-top action style and moved pretty far from the literary roots.

OSR:  Rediscovering a Past that Never Was
In the intervening 30-35 years since D&D's creation, an entire language around game theory and analyzing what was transpiring at the table-top emerged to facilitate discussion.  It was only natural that a throughline of the OSR was to apply more current understanding of game theories to the older play styles to identify how and why they worked so well.  I called this "a past that never was" because we (OSR folks) sometimes assumed our preferred styles were the only way (or best way) to play the game, when in reality the publishing history shows there was a lot of experimentation.  But overall the OSR collective aligned around the premise that the best game styles were exploration-based games (hex crawls and dungeons), and this matched up well with game theory.  The hex crawl and the dungeon were the platonic ideals of the old school style adventure.

This "OSR as game theorists" element of the online community helped me articulate why 4E failed for us.  Older games relied heavily on procedurally generated content (random tables) that helped the referee run a dynamic setting in real time; random content is also a vehicle for communicating knowledge about the game world without all the exposition.  Experience points and the class/level system are strong default motivators, beyond the game narrative.  Agency theory of play, sandboxes vs paths, dice integrity, emergent story vs planned story, all of this helped us characterize the strengths of exploration settings.  Lots of great insights came out of that time period.

OSR:  A Forge for Products
The first waves of OGL retroclones were focused on trying to be faithful copies of the original games, with modest improvements.  The succeeding waves began to re-envision old school games and adjusted them to fit a different aesthetic.  The two rules sets I spent the most time with were Lamentations of the Flame Princess (LOTFP), a version of BX with strong class niches, a solid skill system, lower powered magic, and a weird horror aesthetic; the other was Adventurer Conquer King (ACKS), another BX clone that really leaned into the economic and domain building side of campaigning.  However, I mainly remember the OSR of that period for the adventures.  I loved the early LOTFP products (see last post here), and ran several memorable LOTFP campaigns.  There were also several published megadungeons from the period we enjoyed:  Dwimmermount, Barrowmaze, and Stonehell, come easily to mind, I'm sure there were more.  We ran an ACKS Dwimmermount megadungeon campaign for quite some time with all the neighborhood kids - great fun.

***

As a mostly 5E referee these days, I do miss running the OSR rules sets, and we've been trying to get 5E to play like an older game.  5E is mostly good!  I bang my head against the power level of the characters (and of course that's the player's favorite thing, to be powerful), but I'm not ready to go "Kaus the Comedian" on our 5E games (yet). I prefer how the lower-powered characters in OSR rule sets feel more literary and grounded.

Perhaps the most lasting impact the OSR has had on 5E, beyond pulling the rules towards simpler core mechanics, is the way the 5E fan base has embraced the DIY publishing ethos.  There's a not insignificant amount of DIY game content for 5E either being published through the OGL (and showing up on DriveThruRPG) or following the WOTC guidelines to land on the DM's Guild - and the very existence of the DM's Guild, WOTC's proprietary DIY channel, seems like a result of hobbyist pressures.  However, other than some offerings by major third party publishers, I haven't seen anything in the DIY 5E space that rivals the iconic publications of the OSR DIY space.

Saturday, January 4, 2020

5E's Biggest Fail: Experience and Advancement. (And a Poll)

Character advancement has been an underlying objective in Dungeons & Dragons since the beginning.  The players maneuver their characters on adventures, they accumulate "experience points", and the characters gain levels and become more powerful.  It's a strong incentive model and a big part of D&D's enduring appeal.  Regardless of the "story" elements present in any individual campaign, character advancement is a default goal that informs the action at the table.  Unfortunately, the experience system is the weakest part of Fifth Edition and my least favorite thing in the new edition.

Traditional D&D awarded experience points primarily for treasure, with a fraction of the experience awarded for defeating monsters.  Depending on the edition, 75% or 80% of the player's experience was gained by recovering treasure.  "Treasure as XP" had profound implications for how players and referees approached old school D&D games.  Dungeon Masters established their campaigns to involve significant exploration, with dungeons, lairs, and hex crawls as popular structures for organizing campaign information and presenting challenges to the players.  (We use the term sandbox play to describe this overall method of presenting a ready-made setting seeded with adventure opportunities; in the video game realm I've seen the term "open world").

The sandbox approach has implications for the players.  Information is their currency to proactively plan their adventures, balancing the perceived risk and reward and making choices regarding which opportunities to pursue.  As players cleared lairs and dungeons, their characters earn experience points by successfully returning to town with treasure.  Treasure is an easy-to-use abstraction for keeping score, since it it's assumed the players explored, overcame traps, used their magic, and outsmarted or defeated monsters through combat or stealth in order to win the day.  Treasure provides transparency that enables player planning.  D&D is a game, after all.

Fast forward to 5E.  I've seen it affectionately called a "nostalgia edition", but the experience system actually hinders the type of game play I described.  By the book, 5E only incentives players to fight and kill monsters, gaining experience solely through combat.  Whereas old school D&D rewarded smart play through exploration and planning, 5E rewards killing everything in sight. Sneaking, stealth, and carefully avoiding fights is actively discouraged by the advancement system.  It is not generally in the player's interest to avoid combats.  Why is "kill them all, let god sort them out" style of gaming the default?

Alternatively, many referees have adopted an arbitrary approach called "milestone experience" (and since I've been running some of the official hardcover adventures in Adventurer's League, I've become a reluctant co-conspirator in the milestone travesty).  Milestone experience is somewhere between a "participation award" for showing up, and outright manipulation - do what I want you to do, little puppets, and I'll give you your cookie.

The reason this topic is important is I'm trying to figure out how I want to move forward with developing homebrew adventures in the land of the 5th.  The lure of returning to proper OSR games is strong.  But 5E is the game system my local players enjoy; they play it at conventions, they own the books, they like the powerful PC's and the unusual races.  There's a crazy number of people that play at the local Adventurer's League nights in the area.  I don't know if my readers are OSR people or 5E people or somewhere in between, but the popularity of "New Dungeons & Dragons" is through the roof.  These are all good reasons to stay the course and figure out how to bend, fold, and mutilate 5E to support a more satisfying play experience.  I honestly don't think of myself as one of those "get off my lawn damn kids" grognard types, clinging to the old ways like a reactionary 1950's apologist, but maybe there is an actual generational thing at work regarding my antipathy towards storytelling and milestones - newer gamers may not mind being told what to do and how to conform to someone else's plan.

I've done some poking around, it doesn't look like any internet brethren have made a good way to replicate treasure as experience points and implemented an old school style sandbox with the 5E; there are some tries.  I believe the vitriol driving this screed is that I'm not terribly interested in rewriting the experience system; the game as written should support the styles of play that made D&D amazing.  Complaining and then claiming to be too lazy to do anything about is not a good look, granted.  I own my turpitude.

Of the 10 or so published adventures, a few of them do present open worlds built on a hex crawl or megadungeon premise.  They expect the players to kill everything in sight.  For instance, Dungeon of the Mad Mage provides just enough experience for a party of four (four!) to advance if they clear the entire level.  Picture a group of "heroes" tromping through the dungeon corridors like The Terminator, blasting monsters from behind.  Suffer not an orc to live.  Wipe them out, all of them.  Exterminate.

Nonetheless, in the next post I'll take a look at the 5E sandbox books (Tomb of Annihilation, Curse of Strahd, Dungeon of the Mad Mage) and discuss their approaches to XP.  Maybe it's not as bleak as I'm presenting and I need to embrace the ultraviolence.  I've been using an unofficial XP system for my Chult game called "Three Pillars" (from Unearthed Arcana), so I'll talk about how that's been going, too.

In the meantime, I am curious - if you stop by the blog from time to time, do you play 5E or older versions of The Game?  I've posted a poll on the right - let me know!


Sunday, December 20, 2015

Visiting Dwimmermount for Christmas

Arise from the dead, sleeping blog; we have things to do.   I have a couple of weeks break over the holidays, and I'm starting a new game.  I've finally taken the weighty, hardbound version of Dwimmermount off the shelf and plumbed it's storied depths to run at the table.

I consciously avoided Dwimmermount after its kickstarter; the affair descended into a messy drama, and when I got the book after an interminable period, I had mixed feelings about the process.  Quite a bit of time has since passed then, and curiosity got the better of me.  Now, after having read the book cover to cover, and kicking off an actual-play adventure there, I state that Dwimmermount is amazing.  Over the course of the next few blog posts, I'll take a deeper look at Dwimmermount and why it's one of the pivotal books in the OSR movement.

But I do need to step back and revisit some points about the publication's history to put my trepidations into context.  There's a deep irony in the publication of Dwimmermount. The source campaign was heavily featured on the blog Grognardia, which catalogued James Maliszewski's exploration of early Dungeons & Dragons and the roots of the RPG hobby.  His blog was a good read, and immensely popular.  James used Dwimmermount to explore the modes of play espoused by Gary Gygax and embodied in Gary's legendary mega dungeon, Castle Greyhawk.

Castle Greyhawk has never seen print.  It was a living, breathing dungeon created over many years and innumerable game sessions, a collection of scant notes, worn maps, and hazy recollections of the author.  As fans, we hounded Gary for decades to commit Castle Greyhawk to a publication.  There have been heroic fan versions, but for various reasons, Gary took the original with him to his grave.

After some years of running his popular Dwimmermount game (and reporting it on his blog), James launched one of the most successful OSR kickstarter campaigns I can recall, to fund a print version of Dwimmermount.  The gentlemen over at Autarch, publishers of Adventurer, Conqueror, King (ACKS), had recently entered OSR publishing with their successful launch of ACKS, and they partnered with James to deliver it.

In a bizarre twist of history repeating itself, the project soon got into trouble.  The effort of turning scant notes, worn maps, and the author's hazy memories, into a fully realized, printed megadungeon, turned out to be just as daunting for James as it had for Gary Gygax.  James withdrew from the project, and Autarch, which had other considerations in play, such as their reputation as a new publisher, and a bevy of planned products, carried on with the commitment to the backers.  The final publication of Dimmermount is a blend of James' original campaign and the embellishments added by Autarch to build out the raw notes, remediate gaps, and reconcile inconsistencies.

The final product is a triumph.  But how do we assign credit and authorship?  I'm perplexed by the ambiguities related to the creative process and the finished work.  Is a creation diminished if the author fails to complete the piece and a second author, or even a third, comes along to see it through?  I'm sure many projects are collective efforts and we are none the wiser for having been spared the details on "how the sausage was made"; in the gaming space, this project stands out because of the public way we came to know the visionary creator withdrew, the sordid response by a minority of fans, and how the remaining team stalwartly carried on.  The mixed pedigree of the product has forced me to reflect on the permutations of collaborative art.  Actually, working the discussion out as I was writing this brought me to an epiphany: is it perhaps silly to get caught up on authorship concerns and pedigree on the eve of "Star Wars Day"?  I'm taking the family to see the new movie tomorrow.  It's not like we even considered looking askance at the work of Disney or JJ Abrams because George Lucas is out of the picture; in fact I'm thankful there will be no Jar Jar Binks.  (Don't let me down, JJ Abrams - I better not see Gungans).

This preamble to Dwimmermount is waxing long.  I'm very fond of the book, and as you check back over the next few weeks, I'll be sharing my reasons for praising it highly.  We'll look at the world of Dwimmermount, its role as Axis Mundi, how it embodies various old school ideals, and then take a look at the dungeons themselves.

To close this bit of blog necromancy, I'll offer a brief account on where I've been:  I started a demanding master's program this past year, a 16 month grind calculated to launch me on that next career arc.  Juggling family, 3 kids, a challenging corporate gig, and a master's program at an Ivy league school has put a serious crimp on creative output and gaming.  I've been keeping up with some blogs, I ran some 5E over the summer, but I've mainly shifted into a consumer of gaming content rather than developing stuff whole cloth for my home games.  That won't change for another year, but I do expect to write about gaming and keep up with the news in OSR-land.  Glad to see so many of you are soldiering on while this place has been dark.